Original:Ogre3d 2.1 Source code compilation Installation Tutorial
This year is 3D hand tour year, this year is also the game engine war into the white-hot year.
Mobile game of the Red Sea era, so that the big-endian tour also can not help out the great white legs, Unreal, CryEngine have announced their own engine for free, and do not say how the effect, anyway, free one I will come down to toss a bit. In the group today, I learned that the two-year-old Ogre3d update, from the 1.9 version directly updated to 2.1. So it was another toss.
For those of you who are accustomed to unity3d installation of a package, Ogre3d's compilation and installation is complicated enough. Here is a step-by-step, like a minion bar.
First we come to Ogre3d source code hosting site
Https://bitbucket.org/sinbad/ogre
Click Cloned clone in the image
And then
If your computer does not have Atlassian sourcetree this client, click on the blue box to install, and then click the Red Place. The software that you just installed is opened and the Clone Ogre3d dialog box pops up
Select a folder to save.
Then you need clone Ogre3d's dependent library source code
Https://bitbucket.org/cabalistic/ogredeps
The same steps as the clone source code, when choosing to save the directory, please select the same parent directory as above, and the folder name is set to Emscriptendependencies.
After completing the above two clones, Ogre3d's code is downloaded, then we start compiling, if your computer does not download cmake, please download the installation first.
Compile the dependent libraries first
Under CMake's installation directory bin, locate Cmake-gui, open the Select Dependent Libraries folder, and then set the build directory to the build folder of the Dependent Library folder (create a new one yourself), and then click Configure.
In the pop-up box, select your version of Visual Studio. Then finish. Then click Generate to generate the corresponding VS project file.
Find the generated vs project file in the Dependent Libraries folder
After opening, generate the All_build first, and then generate the INSTALL
This relies on the library compilation to complete.
The following starts compiling the Ogre3d engine ontology.
First use CMake to navigate to the Ogre3d folder, and the same action as above, click Configure.
After the completion of the error, because our dependency library name is wrong or the path is wrong (I will pit you?) haha).
After clicking OK, we will modify the CMake configuration.
Locate the directory where the Ogre_dependencies_dir is modified to correspond to a dependent library on its own computer
Here we can also do other settings, for example, I just want OpenGL to run the environment without using D3D, then I will put the render only tick OpenGL
OK, confirm the error after generate.
Then also find the VS project file open in the specified folder.
Generate All_build First
Then generate the INSTALL
After compiling, find the executable file in the folder of the corresponding directory, open it and see it.
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